Citadel of Sorcery was started with the idea of bringing better game play to MMORPGs. So much so that we don’t consider our game anything like other MMOs that you may have played in the past. Read More

Citadel of Sorcery is a new type of Massive Multiplayer Online Roleplaying game set in an original fantasy world. CoS is not just a game... this is a true adventure for players wanting more from an MMORPG. What makes Citadel of Sorcery so different? Read More

Want to know what a typical day might be like when you log into Citadel of Sorcery? Just click here to follow us on just one example of a journey through our Reflected Worlds. Read More

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Game News

Feb072015

Development Briefing: February 2015

Our next Patron Team Development Briefing took place in February, 2015, going over progress on the making of Citadel of Sorcery. Besides our overview of each department and progress, we also revealed the underlying nature of everything in the game world. This is something we have not discussed outside of the development team up until now. This affects everything about the game and how it is played, so we are keeping this under wraps for the time being, but we thought that we would get some input from players, and who better than our Patron Team? We started with the Patron 1000+ members, but we will, of course, be revealing this to the other Patron level donators, as well as all players eventually (closer to Alpha).

There was some good feedback, and some good questions. The biggest concern they had was that players would have a hard time changing from what they know to a new kind of game play and system. This is a valid concern, but one that we already anticipated. The thing is, CoS will be breaking a lot of new ground across the board. The whole idea of the game is to give players something more and get away from the standard MMO clones they have been playing, and getting tired of, for years. To do this we must offer new things; and players will have to learn a few things to play the game. In order to make this transition as easy as possible, we are designing several tutorial systems right in the game world, as part of the story. These tutorialscan be skipped, but we will highly recommend that players go through them and learn all about the new options and systems in CoS. If they still choose to skip then, so they can get to the rest of the game faster, that's OK, they can go back and do any of these tutorials at any time.

Secondly, we plan to introduce some of the advanced options in combat and other areas slowly, giving players a chance to learn a few new things, before we give them even more options. This also includes how we introduce NPC tactics. Our monsters have varying intelligence. This means that the smarter the monster, the more tactics it will employ, including starting to use true group tactics against players But we will let you crawl before you need to run. But once it all unfolds, players will have a much richer game, with more to do, including more options. We think that people underestimate players, and what they are capable of doing in a game, and we want to let the players of CoS shine.

Feb022015

Holiday Game: 2014

Every year we run a Holiday game to take a break from making the game and let everyone working on it have a night of fun playing a game in Citadel of Sorcery. Of course, the game can only use what we have added to the game so far, but each year that gets to be more and more. This year we did something else, we let some of the Patron Team (players who have donated) into the Holiday Game for 2014 (though it actually took place in January, 2015). So some of the Patron 1000+ Team were part of the game. This year we had four teams: The Jenemos, Human, Tyvan and Gargoyle.

Each team had a secret base, where there was a wizard who died in a battle long ago, fighting three other wizards. All four had their flesh burned off in the battle in one fiery explosion, but they still live on as skeletons due to magic they created to keep themselves alive. Each of them employed a team of the players to help them get to the treasure of Enots. To do so they had to find thg heirs of people who lived back from the undead wizards time, and obtain the pieces of a stone tablet, each one with a single word of a verse on it. Of course, they soon discovered that these stones were sentient, and would try to run away rather than be grabbed by the player. If their base was discovered by another team, that team could steal the clues they had gathered so far, but the team could also move their Skeleton Wizard to another location, or send out decoy versions of them to fool the other teams.

After gathering clues they found a secret system of caves up on the cliffs above the Citadel of Sorcery, these were filled with puzzles and traps, and this is where the clues they found earlier helped them avoid or pass some of these obstacles. Eventually they found a massive cavern with a huge palace, which led to a secret chamber and eventually to the treasure of Enots.

Congratulations to the Jenemos team for winning the 2014 Holiday Game!

Jan312015

Webcast: January 2015

We would like to thank the Patron 250+ members who attended the live webcast on the Citadel of Sorcery Abilities system. We went over the new design changes to the system, including how you can now obtain any of the 1890 Abilities in Tier 1 of the game, and how you can now choose to emphasize specific Abilities that you study and practice, thus diversifying player characters even further.

The video of the webcast is now available on Vimeo to all Patron 250+ team members who have signed our NDA.

Also note that we have started releasing archived webcast videos to all Patron Team members at the $50.00 level and above. Several of these are already available to watch, with more to be released over time.

The image below is a grid of just a few of the 1890 Abilities offered in Citadel of Sorcery.

Dec132014

End of 2014 Development Briefing for Patron 1000+ Team

Our End of 2014 Dev Briefing took place last week, another in our series of briefings to the Patron Team members who have supported the development of the game with donations at 1000 or more. This was the year in review of progress made on the game. We then talked about the future, as well as taking a fly through of the new Terrain system that has been a major focus of 2014. This is a hybrid polygon (for close up) and point cloud (for more distant views) engine that procedurally generates an entire planet the full size of earth. We use wind, water, glacier and gravity erosion systems to get a realistic planet, of course, accelerated in time from millions of years to mere minutes. This is the second version of this terrain system, which is now starting to use all the detailed terrain that was possible from the first version. Below are two high up shots of parts of the planet, showing off the forest biome that we are currently using for the game demo. This terrain system is capable of making hundreds of different biomes, which will be added over time. Our final bit of news for this year is that we have procured some additional private investment money for the game, and expect progress to speed up significantly in 2015, including reaching a point where the Patron Team members (of many donation levels) can start entering the game to help test portions of development.

Development Briefing: October 2014

It was time to bring our Patron 1000+ team up-to-date on the game creation progress. There was a lot to go over, including some new character modeling, new creatures, reworked art, new concepts for the Jenemos race armor, a demo of some features in the Enact Tool Set in the live game, a demo of new features in our Editor, and other progress reports. All in all ,the game is continuing to get closer to our current milestone.

The video of this Dev Briefing is available (with all the previous ones as well) for the Patron 1000+ team. Links can be found in the Dev Brief forum.